Rats For Hire

A Three Round AD&D Tournament For Six Players

by Kevin Melka & Keith Polster

Round Three -- Jungle Rats

PLAYER INTRODUCTION
For the third time in as many weeks, you find yourselves in the conference room of the Greyhawk Adventurers Guild. A lone rat bolts across the floor with the speed of a gazelle as the door to the room bursts open and through it emerges Zuaak the Dwarf. Glaring at you with a look that could freeze troll blood, the unclean merc strolls toward his chair, chomping on a decaying cigar that smells like a ten day roadkill.
	"Well there," snarls the dwarf, "I'm surprised to see you clods are still alive. Since you are, I have an assignment for you lowlifes dat may finally bring you out of da gutter. As you know, da Guild presently has da timeglass of the mage, and temporary use of da Rhennee's hasty barge of the Nyr Dyv. Since dis is an opportunity we cannot pass up, you milksops are being given a chance to go after something REALLY big.
	"Many sailors of the Nyr Dyv know of an island 30-40 miles off da western peninsula of Midbay. Dis island is surrounded by several schools of sea serpents and has been unapproachable for nearly three centuries. Da island is said to hold a great treasure left over from a war between Iuz and da Kingdom of Furondy. According to the same legend, dis great treasure could be taken only by a master of time. With da hasty barge you'll be able to get past the sea monsters, and with da timeglass you'll be able to get dis lost treasure of Iuz."
	Zuaak removes the putrid cigar from his yellow teeth and slowly grinds it into the rotting conference table. "Da Guild doesn't know what dis treasure is, but day want it. Your payment will be 100 gold pieces and a substantial reduction in your debt to the guild if you bring it back in one week. If you weaselly wimps can't bring it back in one week, you can plan on spending a lot more time with me! Speaking of time, here's da timeglass. This note tied to it is da command word that will help get you da treasure when ya find it." Zuaak puts down the timeglass with a thud. "Don't go playing around with it," Zuaak commands. "Da guild mage says this power only works once a week." That said, the dwarf leaves you wondering what you've gotten yourselves into this time.
	A short time later you're in the River Quarter going aboard the hasty barge, which is fully manned with several Rhennee and other members of the Guild. After a brief introduction, you are on your way to the lost island.

DM INTRODUCTION
Five decades ago Iuz began a war with the Kingdom of Furondy in an attempt to establish a southern power base which he could use to crush the Shield Lands and the Bandit Kingdoms. This war didn't proceed as Iuz planned, however, and the cambion's forces were repelled. Most of the action near the war's end took place on the waters of the Nyr Dyv, and forces of Iuz were either sunk or driven back.
	The remainder of Iuz's forces, some 300 Orogs, retreated to an island they were using as a base of operations. Here they attempted to contact their master, but it seems that they were abandoned. With their supply lines cut off and their ship not seaworthy, the orogs put aside their mission and settled down to the business of survival. As the years went by and new generations were born, the orogs entirely forgot how and why they had come to be on the island and embraced the barbaric ways that had kept them alive. They also forgot a few of their island base's secrets.
	In the northeast section of the island lies the remains of an ancient temple of Iuz. When the orogs were left by their former master, they abandoned the temple and forbade any of their ilk to go there ever again. In his defeat, Iuz forgot about the temple and the power that it contained. This "power" a sphere of annihilation, is what the party must retrieve. After a one-day journey from Greyhawk to this island, the PCs find themselves anchored off the island's only safe landing beach.

THE ISLAND OF GOBABA
When the party is ready, read the following:

You have put the more turbulent, monster-infested depths of the Nyr Dyv behind you and the shadowy outline of an island lies before you. Your Rhennee friend Dmitri, who has been hired by the guild to sail you here, joins you on the bow as the enigmatic island grows larger on the horizon. 
	"Legend speaks of great evil on this island my friends," Dmitri, says solemnly. "It is a dangerous life you lead. There appears to be the remnants of a dock on the southern end of the island, this is where we shall wait for you. Zuaak said to wait for you for five days, then sail home. Rhennee legend calls this island Gobaba, which means "isle of dread" in the ancient tongue. It was said that any who traveled to the island never returned.
	"Good luck to you in your travels comrades," says the Rhennee as he bows deeply, "and may the ancient mother watch over you in your perilous journey." With the barge now only 20 yards from the shore, you splash over the side and slowly wade toward the sandy beach of this mysterious island.

ENCOUNTER #1 GOBABA BEACHFRONT
The tender auburn sands of the beach feel comforting beneath your feet as you saunter out of the cool Nyr Dyv. Towering mountain peaks flank you to the east and west, while emerald foliage looms directly to the
north.
	The only way for the PCs to travel here, due to the mountains, is to the jungles north of the beach. Before the party can go anywhere, however, the party encounters the jungle orogs (Gulogs):

As you approach the lush emerald thicket, several figures emerge from the underbrush. At first glance, they appear to be a group of orcs and your hands instantly reach for your weapons. A second look, however, reveals many differences between wicked orcs and these peculiar creatures. These have dark, green-gray skin with canines and nails. All of them have shaved heads. They stand erect and have slightly elongated necks hung with necklaces of polished wood.
	Two of them drop immediately drop their clubs and spears and cautiously stroll toward you with their hands raised in the air -- a decidedly un-orcish action. As they approach, you notice their faces their faces look orcish, but also decidedly ogre-like. The creatures stand at least 6 1/2 feet tall. A thin bone pierces each of their noses, and animal skins cover their slender but muscular forms.

These two gulogs, called Ragger and Tukak, approach the PCs in an offering of friendship in accordance with the laws set down by their chief, Ob'gob. They speak to the PCs in a modified form of orcish that anyone who understands orcish can follow if it's spoken slowly enough. Tukak addresses the party with a  deep bow of honor, telling them they are welcome on the island of the Gulogs. Tukak knows all the information in the "About the Gulogs" section below, but if asked too many questions (limit the PCs to one or two) are asked, Tukak tells them Chief Ob'gob will answer any other questions they may have when they get to the village. Being a scouting party, 30 of these gulogs return to duty, while the remaining five, including Tukak, escort the party to their village.
	If the party attacks the gulogs, the remainder of their scouting party of 35 will emerge from the jungle shouting "Boloc, boloc!" which means "peace" in orcish. If the players insist, the gulogs fight to kill, and 35 of them should be enough to destroy the PCs; be fair, but don't pull any punches.
	Unless a fight to the death breaks out, Tukak will befriend a random member of the party, giving the character a necklace of ape's teeth as a gesture of friendship. This act of giving is similar to being blood brothers, and an item is expected in return. Tukak does this because he believes the PC is a warrior of great renown.


ENCOUNTER #2 CARNIVOROUS APES
When the party is halfway to the village, they are attacked by carnivorous apes. There is one ape for each PC present, and one ape for each gulog. (If the first encounter went as planned, there are 11 apes.)

Carnivorous Apes: (AC 6, MV 12/9 in trees, HD 5, 30 hp each, THACO 15, #AT 3, Dmg 1-4/1-4/1-8, SA rending, SD +2 bonus to surprise, SZ: L (7' tall, very broad), AL: N
	Carnivorous apes have a fair intelligence and are very cunning in battle. Their keen senses gives them a +2 to surprise rolls. They attack with powerful claws and a savage bite. If both of their claw attacks hit, they inflict an additional 1-8 points of rending damage.
	Since their appearance on the island two centuries ago, the gulogs have been at war with the native apes. Any battle involving the two will be a blood bath to the death.

In during the encounter with the apes, in addition to any PC casualties, Tukak is slain by one of the apes. This will be important during Encounter #3 because of the strange customs developed by the gulogs. The surviving gulogs, after many lamentations, recover Tukak's body and the body of the ape that killed him.

ENCOUNTER #3 VILLAGE OF THE GULOGS
About the Gulogs:
To survive on this island, the orogs of Iuz had to learn how to live in isolation from the rest of the world. Many of their number died before the orogs learned to hunt and farm the island to support their numbers. After several decades the orogs took the name GULOG, named from great shaman who helped them survive what the gulogs call "the great test." After the gulogs had spent two generations on the island, none of them really remembered, or cared to remember, their distant past.
	Meat still is very scarce on the island, and to obtain meat the orogs began to eat their dead enemies, the apes. The eating of the dead is a great honor among the gulogs, to eat an ape you have killed is a great honor among the gulogs, and to east an ape who has killed your friend is regarded as the only fitting way to honor the departed.
	During their struggle to survive, the gulog clerics of Iuz (refereed to here on as shamans) dismissed their faith in the demi-god and turned their prayers towards the heavens in search of a new deity to lead them through the great test. Their prayers were answered by the goddess Xan Yae, lesser god of mental and physical mastery of mind over matter, twilight, shadows, and stealth. One of the rare deities of the Flanaess, Xan Yae is known as the "Perfect Mistress" because of her prowess in hand-to-hand combat. She adopted the gulogs in an attempt to broaden her following on Oerth, and with her help the gulogs prospered on this island of danger (for further information on Xan Yae, see the stats on the village shaman, who is also the chief's daughter, Ru'bar).
	During the most recent two generations, the chiefs of the gulogs have proclaimed that all visitors to the island would be greeted with kindness. The reason for this is because the gulog leadership wishes to explore the lands beyond the island and spread their new faith, and the simplest way to do this is to befriend anyone skilled enough, or lucky enough, to come to their home.

Approaching the Village
After their battle with the apes, the survivors will soon approach the village. There are a total of 112 male gulogs, 87 females, and 47 children of assorted gender. The gulogs also have 35 kobold servants. When the PC's are close enough, read the following:

The emerald jungles of this savage island suddenly open up, and before you is a village of considerable size and prosperity. Meager wooden huts dot the landscape by the dozens, in the center lies a huge log structure surrounded by a wooden palisade at least 15 feet high. As you enter the village, several gulogs drop what their doing and follow you toward the center of the village. As you near the palisade, it seems as if the entire population of gulogs trails behind you.

The remaining escorts are bringing the PCs to meet the chief of the gulogs, Chief Ob'gob. One of the PCs escorts runs ahead and tells the chief what has happened since their meeting with the party. When the PCs reach the palisade, they meet the chief and his daughter, shaman Ru'bar.

As the palisade looms closer, two figures can be seen emerging from its immense wooden gates. The first can only be the chief of the gulogs. Standing well over seven feet tall, this man-monster ripples with muscle and carries a club that none of you could lift on the best day of your life. The other gulog is a female, and only slightly smaller than the towering figure next to her. In one of her hands is a gleaming weapon with the skull of an ape on the pommel. In the other can be seen an ebony book with sparkling silver bindings and runes of gold upon it. They approach you with large grins and open arms, while all around you the villagers begin to chant "Bollgga, bollgga, bollgga!", with the chief's booming voice leading the chant.

The chanting of "bollgga" is the gulogs chant of victory over their hated ape enemies. The PCs will be treated as great warriors by all the gulogs, each reaching in an attempt to touch the great warriors. Once the greetings die down, read the following:

As the roar of the chant begins to fade the chief raises his massive arms, calling for silence. In a very rough orcish dialect the chief addresses all present: "All gulogs here bow," commands the chief, "to our new friends from another land. Tonight we celebrate feast for our victory over apes!" With that, two gulogs grab four squealing pigs by the one in each hand, and carry them into the wooden structure. Following on their heals are two of your escorts, one carrying the dead form of Tukak, the other bearing the ape that slew him. As the crowd begins to break up, the chief's daughter motions you to follow her through the teaming village.

The feast begins in one hour, during that time the party is left in the care of the chief's daughter, Ru'bar. She leads them to a wooden hut of fine quality to offer them fruits and nuts before the feast. During this time the PCs can ask some questions of her. Ru'bar, or any other knowledgeable gulog, has the following information:

* The gulogs (orogs) have lived on the island for many years. The children of the village are the 10th generation of gulog here. (A quick PC will put that at about 250-300 years gauging the life span of an orog.)

* Their ancestors worshiped the evil "God of Spittle", as they now refer to him. Because of the abandonment of the orogs, his name is not spoken under penalty of death. This penalty also applies to the PCs, although they are each given one warning. 

* The Gulogs are now the proud followers of Xan Yae, Goddess of Mental and Physical Mastery. Many of the original orogs perished before their faith in Xan Yae gave them the discipline to survive on this savage island. (For additional information on Xan Yae, see Ru'bar's stats at the end of the encounter.)

* If asked about the "God of Spittle" (Iuz), Ru'bar tells of a ruined temple to their former deity located north and east of their wheat and corn fields. Any who have ventured there have never returned. If the PC's express an interest in the temple, Ru'bar will tell them to talk to her father.

* If the PCs ask about the bodies of the ape and Tukak, Ru'bar tells them they are to be honored at the feast tonight. One for being a warrior who died in battle, the other for being a brave enemy.

* If asked about her magical book, Ru'bar says that it is a gift from her goddess, and for the eyes of the shaman only. See Ru'bar's stats for further information.

* In addition to questions asked to her, Ru'bar makes several references to the world outside of the island. More than once she will express an interest to travel there.


THE FEAST
Within the hour, the gulogs have prepared a spectacular feast for their new friends. When they approach the palisade, read the following:

Hundreds of torches illuminate this spirited village as the sun sets behind untamed emerald green jungle, marking the beginning of the night's gala. The cheer "bollgga" once again rises from the masses as you stride boldly forward, taking the  seats of honor beside the chief. After you've been seated, several male and female gulogs begin to dance some barbaric ritual to the beat of a dozen drums and the chants of onlookers everywhere. Before idle chit-chat with the chief can begin, kobolds burst from a nearby structure bearing large wooden trays of steaming hot food. A sizeable portion is set before each of you, with a VERY large plate of roast meat set before (insert name of the PC's would was befriended by Tukak). At last, you think to yourselves, I'm finally being treated with the respect I deserve. With a hefty grin, and an even bigger knife, the chief attacks his plate with the fierceness of a warrior in battle. As the still smoking meat is about to pass his lips, his head turns towards you to see why you haven't begun to eat. Looking around you notice that the entire village is watching your next move.

The PCs have been served meat from the carnivorous ape, but not from Tukak, a quick look around reveals the slain gulog resting in funeral splendor on a pile of dry wood opposite the head table.
	If any of the PCs refuse to eat within one minute (clocked on the gamemaster's watch), the gulogs are insulted and run the PCs out of the village. They must then find the temple of Iuz on their own. Whatever path they decide to take, they may be ambushed by the Aurumvorax from Encounter #4.
	If ALL of the party eats, the gulogs dance and cheer to the health of their new-found friends.

INFORMATION WITH A PRICE
Once the meal is finished, the chief turns to the PCs to answer any questions they wish to pose:

* Tukak will be cremated at dawn tomorrow.

* If asked about the Temple of Iuz, the chief tells them that it is bad magic to go there. However, if they insist Chief Ob'gob will supply a guide to show them the general area of the ruins. There is a price however. The party must help the chief rid themselves of the "Golden Death" (see Encounter #4) as they call it. A terrible monster that attacks them with godlike stealth and power, some members of the tribe believe it to be an evil god. It has lived on the island for many years.

* If the party returns alive from the Temple of Iuz, the chief wishes them to take his daughter Ru'bar back to civilization with them. If they refuse this request, he will not help them find the temple. It would be best to have the chief's help.

* If the adventure is proceeding quickly, you might wish to role play this encounter further with wrestling matches pitting the PCs against various gulogs, spear throwing contests, etc.

If the party accepts the chief's offer, early the next day the PCs, along with Ru'bar and two tribesmen, set out to slay the Golden Death.

Gulog Tribesmen: (AC 7, MV 12, HD 3, 15 hp each, THACO 17, #AT: 1, Dmg 1d6 +3, SA see below, SZ M (6 1/2-7' tall, AL N, ML: 15-16)
	The gulogs are descendants of the orogs of Iuz that were stranded on the island several centuries ago. They have adapted very well to the savage jungle life since following the ways of Xan Yae. Because of this devotion, the gulogs have developed weapon specialization with club and spear (their preferred weapon is club) giving them a +1 to hit and +2 to damage (the +3 noted above comes from an additional +1 bonus the gulogs receive for strength). They also can Hide, Move Silently, and Hear Noise while in the jungle each at 75%. Gulogs have 60' infravision, and can fight without weapons doing 1d6 damage per strike twice per round.
	Unlike orcs, the gulogs have developed their own sense of honor and pride, a trait that was taught by the shamans of Xan Yae. Because of the chief's decree, all gulogs will treat the PCs with respect unless the party insults them at the dinner.

Ru'bar, Shaman of the Gulogs: (AC 4 (DEX + divine skill), MV 12, C7/W5, 25 hp, THACO 15, #AT: 2/1 or 3/1, Dmg 1d8+1 (hand) or 1d8 by (falchions), SA: spells, SZ: M (7'), AL: N)
	Ru'bar is the 8th tribal shaman of the gulog. Although there are three other shamans in the tribe at one time, a member of the chief's family is usually the leader and keeper of the sacred book. Xan Yae is the goddess of mental and physical mastery. Because of this, her gulog shamans can attack savagely with an open hand for 1d8 damage, or with falchions (the tribe has seven, all left over from their days as Iuz's soldiers). They can fight with one in each hand at no penalty attacking three times per round. Only shamans of Xan Yae may wield the blades in this manner, other followers are taught the club and spear. The shamans of Xan Yae can also use the psionic power MIND OVER BODY  and PRECOGNITION upon reaching 3rd level once per day.
	Mind Over Body allows the shaman to meditate for one hour and satisfy a full day's requirement of sleep and food, the power cannot be used for more than three consecutive days. The shaman need not make a psionic power check to use this ability.
	Precognition allows the shaman to see several hours into the futures (five hours for Ru'bar). If an action is described in detail, the shaman tell its probable outcome. Ru'bar must roll a 15 or less on 1d20 to make an accurate prediction. If see rolls a 20, she sees herself dying a horrible death.
	The daughter of the chief is an imposing figure, standing over some of the most powerful gulog tribesmen. Several wooden necklaces adorn her throat. Like most female gulogs, she lets her hair grow into a bristly crewcut about an inch long. Ru'bar is never without her magical tome, a BOOK OF INFINITE SPELLS, which was found among some wreckage that washed up on the beach. Ru'bar believes this to be a gift from her goddess and spends several hours each day reading through it. She also carries two magical falchions +2.
	When Ru'bar leads the PCs to encounter #4, she has the following spells, DM feel free to use them has they see fit:


CLERICAL		WIZARD
1st: Bless		1st: Color Spray
Cure Light Wounds	Dancing Lights
Remove Fear		Magic Missile x2

2nd: Aid 		2nd: Blindness
Know Alignment	Summon Swarm
Withdraw

3rd: Call Lightning	3rd: Flame Arrow
Prayer
Snare

4th: Cure Serious Wounds

Chief Ob'gob: (AC 1 (Dex + breast plate), MV 10, HD 7, 45 hp, THACO: 13, #AT 3/2, Dmg: 1d8+10, SA: weapon spec. in club, SZ L (8'), AL N)
	Ob'gob is a giant by gulog standards, just looking at him tells you why he is the chief. Ob'gob has stone giant strength (20) giving him a +3 bonus to hit and +8 to damage, plus an additional +1 to hit and +2 to damage for weapon specialization in club. His club is so massive, it requires a 19 strength to even lift it, and a 20 strength to wield it properly. Ob'gob is overly friendly to any visitors, unless his beliefs are questioned. The chief also supports his daughter's wish to leave the island for awhile, and uses this as a crutch to get the party to dispose of the Golden Death for him. He also wears a breast plate +1 that once belonged to an ogre in the service of Iuz.


ENCOUNTER #4 GOLDEN DEATH
If the party agrees to help the gulogs, Ru'bar and two other tribesmen go with them to encounter the golden death. However, before they can even get to its lair they are set upon by the golden death, an always hungry Aurumvorax.
	If the PCs insult the gulogs and are cast out on their own, there is a 75% chance to encounter the creature while looking for the lost temple of Iuz.

Aurumvorax: (AC 0, MV 9, HD 12, 63 hp, THACO: 9, #AT: 1 then 2-8, Dmg: 2-8, SA: see below, SZ: S, AL: N)

The gulogs call this creature "Golden Death" because of its thick golden fur and long, razor sharp teeth. About the size of a badger the Aurumvorax weighs over 500 lbs, its flesh being incredibly dense. When attacking, the monster attempts to lock its teeth around a victim, holding them fast. Every round after a successful bite, it will inflict an additional 1d8 damage from the bite, and gets 2-8 of it's 8 claws to attack gaining a +4 to hit and doing another 1d8 damage per claw. Only death will unlock the creature's jaws.
	Due to its dense hide, the aurumvorax takes only 1/2 damage from blunt weapons, and is immune to normal fires and poison gases. It also takes only 1/2 damage from magical fire. The aurumvorax has a coat as bright as gold, and 8 legs tipped with copper colored claws. It's whiskers and mane are a bright bronze color and it's eyes are silvery with golden pupils.
	If the creature is slain, Ru'bar will take the curious to the creature's lair which has the following: several piles of gulog bones, a Potion of Diminution, a small star ruby w/350gp, and a long sword +3. Most of this treasure has been here since the forces of Iuz were on the island, and was taken by some ancient ancestor of this aurumvorax.

ENCOUNTER #5 THE LOST TEMPLE OF IUZ
If the PCs slay the Golden Death, one of the surviving tribesmen leads to the lost temple. However, due to great superstition no tribesman has come within 100 yards of the temple in 75 years, simply because any who have try have never come back. Neither the tribesmen not Ru'bar will enter the temple, but before they leave they tell the PCs that at one time their ancestors tried to explore them temple from time to time because a great treasure was rumored to be kept there.
	If the party doesn't have the gulogs' help in finding the temple, they will find it only after an extensive search of the area. For every hour that is spent searching this side of the island, there is a 50% chance to encounter 2d6 Carnivorous Apes (see Encounter #2 for stats).

AREA #1: BROKEN STAIRS
When the PC's finally find the temple, read the following:

The biting mosquitos and treacherous hanging vines disappear as the jungle suddenly opens up into an unkept clearing with an aged temple. Although it seems to be mostly intact, the stairs to this ancient abode lay in rubble and clinging ivy blankets stone walls from ground to roof.
	Past the ruined stairs a jagged entrance to the temple is open to the elements, its inky blackness gives you a terrible feeling of dread. The pillar to the right is strangely clear of ivy however, and the words "BEWARE OF THE MELZARAK" are scratched  in the crumbling stonework.

For the complete meaning of "Melzarak," see the end of this scenario. As the party is about to cross the threshold into the temple, ask the party for a marching order if they haven't already done so.
	As the party enters, the lead members activate an ancient trap door. The door is mounted on spring-loaded hinges and opens when 150 pounds or more are put upon it (the piles of rubble currently covering the trap weigh 75 pounds all by themselves). People in the first rank are automatically caught in the trap, those in the second rank must save vs. 1/2 dexterity or be caught also. The pit is 20 feet deep and lined with very old, very rusty iron spikes. Any PC caught will strike 1d10 spikes each doing 1d4 damage, they must also save vs poison or contract a fatal blood disease causing them to lose 1 point of strength and constitution every hour until dead. The points are restored at the rate of 1 point/day for each attribute after cured. The trap is 6' by 6' and can easily be avoided to reach Area #2. There are also 6 very dead gulog explorers at the bottom of the pit, they've been stuck here for over 80 years.

AREA #2: PRAISE TO IUZ
Once the trap is navigated and a light source used against the darkness, read the following:

Years of dust bellows beneath your feet causing a slight cough to pass your lips. Glancing around you see the three walls of this chamber are inlaid with marble tile and precious stones, each artistically set into the wall to create a stunning picture that glimmers softly in the light. A closer look at the northern wall reveals the portrait of a massively fat man with demonic features, reddish skin, and long pointed ears. This fiendish creature wields a glowing two-handed sword in one hand, while a skeletal claw seems to reach out from the mosaic in an attempt to steal your very soul.

This is an ancient depiction of Iuz the Old, Demi-god of Oppression, Deceit, Wickedness, and Pain. The various precious gems and gold inlays that bring to life images of Iuz throughout the room are worth several hundred thousand gold pieces. However, anyone foolish enough to pry loose any of the gems will suffer a terrible curse cast down from Iuz himself. Victims age 1d6 years (as if hit by his spittle) every 4 rounds until they die of old age with no saving throw. A REMOVE CURSE spell cast by a cleric of St. Cuthbert is the only cure for this curse. Any other REMOVE CURSE will only hold off the curse for 1-2 days, after which it will suddenly begin again.
	There is an unlocked stone door in the northeast corner of the room. However, anyone that is not of the Iuz faith that tries to pass through this door must first make a saving throw vs spells or be affected by a FEAR spell and flee into the jungle for 2d4 rounds. Another attempt can be made after the spell has worn  off, however it is at an cumulative -1 for each try.

AREA #3: OUTER CHAMBER
Once any member of the party has pass through the door to this room with a light source, read the following:

The first thing you notice about this rectangular room are immense iron double doors on the eastern wall. The room is remarkably dust free. Chairs rotting with age line the north and west walls. Closer inspection of the massive doors reveals three glowing runes of power upon them. Each rune ia about a foot high. A crossbar of decaying wood holds the door closed from this side.

The runes placed on the door represent EVIL, GOD, and DEATH (see map for representation of these runes). Spellcasters can roll their intelligence or less on a d20 to recognize these runes, one roll for each rune. The runes represent the evil power bestowed upon the followers of Iuz. Before anyone can pass through the doors safely they must speak some sort of praise to the God of Pain and Wickedness (Praise Iuz, Hail Iuz, etc.). This is a judgement call on the part to the party, there is nothing present to suggest this course of action.
	The doors open with ease, although it will take a combined strength of 30 or better to push it open. Anyone not giving praise to Iuz will suffer from a CAUSE LIGHT WOUNDS spell as they pass through into Area #4.

AREA #4: ALTAR ROOM
As the double doors to this room are opened read the following:

An eerie, scarlet, scintillating light flickers throughout this chamber, bathing the chamber in a malevolent glow. Looking forward you can see the shimmering brightness is emanating from a large ruby laying on a wicked altar of bones and skulls against the east wall. A large bowl set with gold and black pearls, and a sickle-shaped dagger quietly rest atop its smooth marble surface.

The light is from a CONTINUAL LIGHT spell cast upon the ruby -- a perfectly cut stone worth 1500 gp. The bowl is about half full blood, long since clotted and now quite moldy. The dagger is encrusted with tiny sapphires, it is non-magical but is worth 300 gp to the right person  None of the valuable items in this room  are cursed or trapped in any manner, but the PCs may or may not be wary from their experience elsewhere in the temple.
	If the PCs approach the altar, an orog wight jumps out from behind it and attacks. Refusing to turn away from his deity, this corrupt orog was sealed up here and perished long ago. His belief in Iuz and his evil were too strong to die and he has spent nearly 250 years trapped within this chamber, forced to live as a wight.

Orog Wight: (AC 5, MV 12, HD 4+3, 24 hp, THACO: 15, #AT: 1, Dmg: 1-4, SA energy drain, SD silver or +1 weapon to hit, SZ M, AL LE) 
	This orog wight is very withered, taking on an almost zombie-like appearance. In jumping out from behind the altar, the wight imposes a -2 to all surprise rolls and gains a +2 to its initiative for the first round. Being a wight the creature drains 1 energy level per attack, and can only be hit by silver or +1 weapons. A wight is immune to sleep, charm, hold, poison, paralyzation, and cold based spells. Holy water causes the wight 2-8 points of damage per vial. The dancing light in this room causes a -1 penalty to any PC's attacking in this room due to the shifting patterns of scarlet light, the wight is unaffected. Within this room the orog wight turns as a mummy, and then only to retreat to one corner of the room for 1 turn after which it will resume hostilities. Around the neck of the wight is a TALISMAN OF THE SPHERE that helps in controlling  the SPHERE OF ANNIHILATION found in Area #5.
	After the wight is slain, a search of the room reveals a secret door in the south east pillar. There is nothing else of value here.

AREA #5: MASTER OF TIME
Once the party has opened the secret door in Area #4, a stone stairwell leads them to a door some 20 feet beneath the surface. Engraved on the door is a hourglass (2 triangles touching at one point), the eldritch writing symbol for TIME. This is a clue to the PC's that they may need to use to Timeglass of the Mage in this room. Once the door is opened, read the following:

Braziers of fire are ablaze in each of this room's four corners, lending yet another restless feeling about coming to this black-hearted temple. The orange radiance of the fire reveals a lone pedestal some 20 feet beyond the door, a small chest the only thing resting atop it. Strange shapes are carved in the walls to the north and south of the pedestal, the flickering shadows of the firelight prevents you from seeing their true shape.

The braziers and fires ware a permanent illusion placed here when the temple was built to provide light and "atmosphere." The room, and the stairway behind the party is guarded by ancient wards that prevent the casting of any type of LIGHT or DETECTION SPELLS (this includes spells like FIND TRAPS, DETECT MAGIC, LIGHT, etc.), there is no saving throw for this effect. These wards also deactivate spells of this sort that are already cast and activated.
	The room itself is a deadly trap unless the PCs use the Time- glass of the Mage. Anyone coming within feet of the pedestal, whether on foot or in the air, triggers the trap. Once activated, the walls to the north and south slam together in the blink of an eye with such force that anyone within the room will be instantly slain, their bones and body crushed beyond repair. The pedestal and chest remain safe, however, due to the carvings in the walls that prevent the treasure from being hit. 
	Using the timeglass is the only safe way for the party to retrieve the chest, any character who turns over the glass so that the sand begins running can speak the command word and create a time stop effect (as the 9th level wizard spell) for five rounds. The PCs have no spells that will remove the chest, it must be picked up by hand to be removed from the room. Within the chest is a SPHERE OF ANNIHILATION once used by the followers of Iuz. The chest is unlocked and contains no traps (the item is a trap enough). It will be useful to read up on the powers of the SPHERE in case foolish parties decide to try and use it.

AND WHERE DO YOU THINK YOU'RE GOING
When the party comes back into Area #4, the temple's guardian, an Osyluth Baatezu, attacks. The final act of the orog priest before he perished was to summon this creature from the Outer Planes to protect the temple's treasure should his master ever wish to retrieve it. The creature appears out of no where, right in the party's midst.
In addition to imposing a -2 to their surprise by his sudden appearance, the PCs must save vs. fear (a 5' radius around the creature) before combat can begin. If the PC with the SPHERE OF ANNIHILATION flees out of the temple (destination of all fleeing PCs), the Baatezu casts a WALL OF ICE upon the exit from Area  #4, then follows the PC using TELEPORT.
	Although retrieving and protecting the chest is most important to the Baatezu, it has been a long time since it's had any fun (it use to play with orogs that would come too close to the temple). The creature is restricted to an area 150 yards from the temple.

Osyluth Baatezu: (AC 3, MV 12", HD 5, 30 hp, THACO 15, #AT 4, Dmg 1-4/1-4/1-8/3-12, SA: fear/poison/spells, SD +1 weapon to hit, MR 30%, SZ L (9' TALL), AL: LE)
	The osyluth are horrid to behold, even for baatezu. They are bony, dried husks of human form, their heads being human skulls covered with sickly dried skin stretched tightly over them. Protruding from their backside is a very large tail much like that of a giant scorpion. Osyluth emit a foul order of decay and rot.
	The osyluth has two claw attacks, a bite, and an attack with its tail that injects a poison requiring a -3 saving throw on a hit. If the save is failed, the victim loses 1-4 points of strength for 1-10 rounds. The osyluth can also use the following spell-like powers once per round at will:

-ADVANCED ILLUSION                
-ANIMATE DEAD
-CHARM PERSON                     
-INFRAVISION
-KNOW ALIGNMENT (always active)   
-SUGGESTION
-TELEPORT W/O ERROR               
-FLY
-IMPROVED PHANTASMAL FORCE        
-INVISIBILITY
 -GENERATE FEAR 5' radius         
-WALL OF ICE
 (always active/save vs. rod/staff/wand or flee for 1-6 rounds)

The osyluth will wait until after the PCs have the chest before he attacks. DM can follow any plan of attack that will work the best with his/her judging style. Once reduced to 0 hit points, the baatezu vanishes in a fiery flash of sulfur and brimstone.

CONCLUSION
If the PCs have retrieved the lost treasure of Iuz, and were on good terms with the gulogs, Ru'bar and several other tribal members will meet them a few miles from the temple. Ru'bar once again requests that the PC take her back to Greyhawk, and will guide them safely through the jungle to the waiting hasty barge. If the party was not on good terms with the gulogs, there is a 30% chance that the PCs are attacked by 15 carnivorous apes while they are returning to the beach (If game time is short, DM can skip this encounter).
	Once back at the barge, the party easily makes it back to Greyhawk. Any PC still affected by the aging curse caused in Area #2 will perish of old age in their sleep on the return journey (those are the breaks). Once they return to the Greyhawk Adventurers Guild, read the following:

The familiar figure of Guild Headquarters once again looms before you, and as always your boss, Zuaak the Dwarf, is sitting on the steps awaiting your return. As this terrible dwarf waddles toward you, you begin to wonder why he's carrying his weapons and a backpack full of supplies. 
	"Well hello there," spurts the dwarf, "I see you've finally completed a mission to my satisfaction. Here's your payment for a job sort of well done." The dwarf tosses you each a pouch packed with gold and silver, then begins to waltz down to the River Quarter. Realizing he forgot something, Zuaak turns back to you and says: "By the way, I'm taking a little vacation. Until I return you gutterslimes are to take your orders from him!" With a quick point back toward Guild Headquarters, Zuaak disappears into the crowd.

Looking in the direction your boss indicated, you see a bent old man -- he must be somewhere between the age of 70 and 2000 -- dressed in ratty, hole-filled robes and a pointy hat that is now more crooked than straight. On the ground before him is an overflowing bucket of whitewash, and in his gnarled hand a paintbrush is busy scrawling "BEWARE OF THE MELZARAK" on the wall of the building next door.
	Before the words can even pass your lips, the ancient man speaks: "My name's Raft," squeaks the old man, "and if there's one thing you learn from me is to BEWARE OF THE MELZARAK. You know, it all began a long time ago in a galaxy far, far, away...."
	As the old man babbles some incoherent story, you realize that maybe you'd rather go after the disgusting dwarf than stay with a raving lunatic. With a pouch full of gold, you leave the weirdo to his rantings and head for the nearest inn.

